Change the file extension for Godot text shaders from .shader
to .gdshader
for better recognition by third-party software
#2488
Labels
Milestone
Related to #1466.
Describe the project you are working on
The Godot editor 🙂
Describe the problem or limitation you are having in your project
Currently, Godot text shader files use the
.shader
extension. This works fine, but with.shader
being a generic extension, it gives very little information for external software and editors to work with. Therefore, external editors may try to apply GLSL formatting/linting to Godot shaders, resulting in errors appearing all over the place when trying to edit a Godot shader file in an external editor..shader
is also often used for proprietary shader languages, which doesn't help separate Godot shaders from shaders written for those engines. To give one example, the.shader
extension is shared with the good old Quake 3 shader language (which looks nothing like typical GLSL code).Describe the feature / enhancement and how it helps to overcome the problem or limitation
Advantages:
Disadvantages:
Timeframe-wise, I propose we carry out this change for 4.0 as it will likely break compatibility in one way or another.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I'd propose the
.gdshader
extension for this purpose. It shouldn't conflict with anything in use as of writing.If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
This is about improving interoperability with third-party software.
The text was updated successfully, but these errors were encountered: